Genius Greedy Mouse (Released)

spacefractal · 91132

Offline spacefractal

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Reply #60 on: August 27, 2011, 08:10:40 am
https://retrobytesportal.gameex.com/index.php?topic=586.msg13339#msg13339 should works, if not I might not have the correct UDID from you (even I have two of them, but of course you might have got a new device since than). Howover there is no dSYM file, so just skip that.

There might not shown a icon in iTunes, but that normal, but its listed as universal app, because its support iPad resolution as well.
« Last Edit: August 27, 2011, 08:36:40 pm by spacefractal »

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Offline Sokurah

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Reply #61 on: August 27, 2011, 09:34:32 pm
Here's my UDID again - just to make sure: 87b90509d6dd0b6d0761b118525ea77cd479f6e5

Whatever a Provisioning File is, and where to get it, I have no idea (if HK attached anything it's not there anymore).

So, you're going to have to help me out a bit here.



Offline headkaze

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Reply #62 on: August 27, 2011, 09:38:59 pm
To get it working I double clicked on GreedyMouse_hoc.mobileprovision and it installed it. You may have to drag and drop it into iTunes or something for PC. Then I just dragged GreedyMouse.ipa into iTunes under Apps and then synced it to my iPod.



Offline spacefractal

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Reply #63 on: August 27, 2011, 09:56:17 pm
GreedyMouse_hoc.mobileprovision is on the first post (and mean I have linked too earlier as well).

PS. On PC, you might need to drag it to  iTunes Library, as well unpack ipa file (renamed zip), before dragging the whole folder to iTunes library, and then sync.
« Last Edit: August 27, 2011, 10:02:24 pm by spacefractal »

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Offline Sokurah

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Reply #64 on: August 27, 2011, 10:55:26 pm
No worries. I got it working now. :)
Downloaded the ZIP, renamed to IPA, doubleclicked...that worked.



Offline spacefractal

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Reply #65 on: August 27, 2011, 11:10:57 pm
the pursues of the file is to test on various devices because I want to known how much ms there is left and how the game perform. I have only a 3gs (with newest public 4.xx iOS software), so not sure how its run on iPad, 3g as well iPhone 4. I do want them to run at 30fps on all devices (except iPad 2 of course), on 3g I do might need to disable some shadows (using simple shadows). I do known Android version would run a little bit slowere (25fps instead of 30fps). This due we have little performent problem on Android (howover its all still fully 100% playable on the tested phone).

So its that kind of feedback I want, even the whole of placeholder graphics, hehe.

PS. Nice you got it to work, the lastest version did I not zipped, so make sure to get the newest version, if timers is missing.
« Last Edit: August 27, 2011, 11:17:12 pm by spacefractal »

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Offline headkaze

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Reply #66 on: August 27, 2011, 11:37:44 pm
I will test it on my iPhone 3G in a minute. That will be a good test of performance as it's generally the slowest performing iDevice you should target.



Offline spacefractal

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Reply #67 on: August 27, 2011, 11:48:59 pm
there is a issue on iPad as with when using colored POLYVECTORS. I use that for color the font, which should not perform very well on that platform. Howover I do aware of that and hence can disable the colored of that, if its should been happens.... The lastest builds does not colored them at all.

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Offline headkaze

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Reply #68 on: August 27, 2011, 11:51:45 pm
Using the latest build from the first post.

iPhone 3G
Zoomed all the way out - ~11 FPS
Zoomed all the way in - ~22 FPS
In game - ~20 - 24 FPS



Offline spacefractal

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Reply #69 on: August 27, 2011, 11:54:55 pm
extractly what I excepted, thanks for the feedback.

Which level was it on? Level one is the most extreme on all levels (due a lots of tracks and have a lots of shadows due that), rest of the levels is more regular levels.

Howover in the next build I use simple shadows and set fps to 25, which seen fit that device nicely (so its run on same fps as with Android version). That should do that job. zoomed all out fall to around 20fps on 3gs.
« Last Edit: August 27, 2011, 11:55:53 pm by spacefractal »

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Offline headkaze

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Reply #70 on: August 28, 2011, 12:03:10 am
I am testing on the very first level when the game starts.

iPad 1
Zoomed out - ~14 FPS
Zoomed in - ~16 FPS
In game - ~20 FPS



Offline headkaze

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Reply #71 on: August 28, 2011, 12:11:43 am
iPod 4G

Zoomed Out - ~24 FPS
Zoomed In - ~35 FPS
In Game - ~35 FPS

I am charging up my iPod 1G I can test that one later on.



Offline spacefractal

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Reply #72 on: August 28, 2011, 12:14:51 am
I wonder the zoomed out in FPS fall (which should do the other way), did you checked for F and not S on the bottom timers? F is for FPS, S is how long SHOWSCREEN take.
« Last Edit: August 28, 2011, 12:17:50 am by spacefractal »

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Offline spacefractal

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Reply #73 on: August 28, 2011, 12:39:32 am
Just updated with various performents settings, so its should run nicely on 3g and iPad (its should say 3g, ip etc, which is not very clear at the bottom, sorry).

Both kind of devices got 25fps and simple shadow now, and its should been capped to 25fps.

iPod 4g should been 30fps as well iPhone 4.

For iPad2 I have set it to 50fps (I could set it to -1 for max fps speed, but I guess that would drain battery a bit to much, that why 50 fps). Same reason for Windows versionen for resources.

So yes I check which device user have, which I guess its the best way to make sure its most playable as possible.

Also its excepted zoom out might fall fps, but that ok. I might set limitfps to 20fps when cammode is used, but not sure I do that. Its the man reason the camera zoom back again, so fps remain back again.

Find it on first post and make sure its updated (etc old app might require install before correctly updated).

PS. For Android versionen, its would been user possible to set the fps to any you want to set, its no reason to do that for iOS.

pps. Still thanks for input.
« Last Edit: August 28, 2011, 12:52:13 am by spacefractal »

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Offline spacefractal

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Reply #74 on: August 28, 2011, 10:39:00 am
updated with another method to draw floor (its not just draw the whole texture as same time, and not per tile). Its might draw more, but reduce numbers of tiles draws. Also removed a clearscreen command which seen was not needed. Howover there is a shadow multiple issue when doing that (but ok for now).

Please checkout its help for iPad and 3g. Its still max run 25fps for both throught (and timers on the bottom is a bit more clear).

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Offline headkaze

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Reply #75 on: August 28, 2011, 09:50:49 pm
I'm getting the same FPS on the 3G as the previous version.



Offline spacefractal

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Reply #76 on: August 29, 2011, 06:15:46 am
can you give me all 4 timers, shown at the button (not just fps)? etc just a simple screenshot.
« Last Edit: August 29, 2011, 07:18:31 am by spacefractal »

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Offline headkaze

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Reply #77 on: August 29, 2011, 07:39:17 am
Okay here are the screenshots



Offline spacefractal

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Reply #78 on: August 29, 2011, 08:21:33 am
Its not the newest version? Its shall have simple shadow. So i look what happens.

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Offline headkaze

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Reply #79 on: August 29, 2011, 08:30:46 am
The older version didn't have the text at the bottom of the screen.

EDIT: I tried the ipa from the first post again and same thing.
« Last Edit: August 29, 2011, 09:01:44 am by headkaze »



Offline spacefractal

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Reply #80 on: August 29, 2011, 09:21:58 am
Ok i might detect it a bit wrong. i Update later today. Thanks elsewise. U timer is a bit higher, but i Can might optimieze it....

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Offline spacefractal

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Reply #81 on: August 29, 2011, 03:57:56 pm
just updated the first post with a new version. that time its should works a lots better, due changes to the update() (which do now not need to doing that twice, but only once in most chases).

Hopefully that now works nicely on 3g (and iPad)....

Remember the game start on level 2, due level 1 is more a extreme test level with a lots of tracks. its here fps might fall somewhere (mostly on the right side). On regular levels, its those from level 2 you would see.

« Last Edit: August 29, 2011, 09:35:41 pm by spacefractal »

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Offline headkaze

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Reply #82 on: August 31, 2011, 06:29:56 am
I'm getting the same FPS on the 3G as the previous version.

PS Is it possible to display a revision number onscreen?
« Last Edit: August 31, 2011, 06:39:43 am by headkaze »



Offline spacefractal

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Reply #83 on: August 31, 2011, 07:55:55 am
I have just do in 0004 version. It's should say "0004 <3GS" (or a least "0004") on the bottom around under the cam button in landscap mode.

If not I will compile again.

EDIT:
Just updated to "0005", which should been more clear. Its should also write just over the bottom text, which device you have in cause I should detect it wrong (then I can see the string I got). Also v should been 0005 of course when updated correctly.

Here is a pic how its should been:
« Last Edit: August 31, 2011, 10:04:42 am by spacefractal »

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Offline headkaze

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Reply #84 on: September 01, 2011, 07:16:13 am
I'm getting the same FPS as the last one on my 3G. Here is a screenshot.



Offline spacefractal

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Reply #85 on: September 01, 2011, 09:33:25 am
The screen look correct and its run correct 25 fps here (which is default limit for 3G).

So All ok, how about if you move into center where its draw more tiles? Its should still stay 25fps
« Last Edit: September 01, 2011, 09:49:26 am by spacefractal »

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Offline headkaze

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Reply #86 on: September 01, 2011, 09:55:39 am
As I said it's the same FPS as before. It just happened to be on 25 FPS when I took the snapshot but it is jumping between 24 and 25 FPS ingame. The others are roughly the same (~11 FPS zoomed out and ~22 FPS zoomed in)



Offline spacefractal

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Reply #87 on: September 01, 2011, 10:16:44 am
24 fps is just a timer round issue, so its have been helped for 3G. I was just noticed fps Fall to 20fps in around center without zoom.

As long its 24-25 fps ingame then i complete happy :-), and seen it's does now.

It's Also ok fps fall when using zoom (because it's not directly ingame).

So i Think its All ok and happy now. :-)
« Last Edit: September 01, 2011, 10:22:35 am by spacefractal »

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Offline headkaze

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Reply #88 on: September 01, 2011, 10:25:02 am
You could probably get it running at a solid 30 FPS with some iPhone specific optimizations but for this type of game 25 FPS ingame seems to be fine to me.



Offline spacefractal

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Reply #89 on: September 01, 2011, 10:37:15 am
Yes. There was not very notiable between 25 and 30fps when I tried it due the nature of the game. I don't think you would think about it at all when no fps is shown (I did not). It's not a action game, hehe.

Also zooming out does heavy amount or scaling with more more tiles. So hence I disable zoom when change back again. I could limit Zooming a bit, but not sure.

I can also not so iPhone specific, due glbasic (and it's done for android too which also limit to 25 fps too).

On 3GS and higher it's got nice 30fps :-).

Ps. I which could support pvr format, but can't :-(. Howover there could been much alpha artifacts.

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